December 5

2 comments

Update: Important Background Work and More…

December 5, 2024


It’s been a while since our last update… here’s what’s going on…

We’ve been working on many “background” things that will help us scale the content, but they’re mostly tech stuff, so they aren’t exactly the most exciting things to see on the planet…

… we also buit a few new features, but can share only one of those.

Other than that, we’ve been working on new NPCs and quests… and some art that we prefer not to share yet πŸ™‚ Don’t hate us, the day will come. On the other hand, we have some new art that we can share.

For those playing the demo, we aren’t going to ship the new version for a while because we started something that we can’t stop till it’s completed. This likely means that the next demo version that you’ll get to play will be the 3.0 – that is also likely to be on Steam. The good news is that it’s going to be worth the waiting πŸ™‚

The “Background” Work

We’ve been working on many things related to skills… because you know, skills are important.

Well, a good amount of work has been about bringing the powerful skill system that we created to enemies. This also meant that we developed the enemy AI to handle the skills in combat better.

The overall idea is that both your skills and the enemies’ ones will contribute to increase the fun that you’ll have during combat.

Other than working on skills on the enemies’ end, we also improved (and are still working on improving) the modular skill system. This will prepare the way for quickslots, the ninja class, “summonings” and more…

Since creating new skills and refining the old ones is crucial, we also started working on the Skill Designer, a tool that will allow us to create and test skills easily and quickly.

But isn’t just about the skills… after all, it’s an RPG, isn’t it?

We started an important work to improve the Dialog Maker so that we’ll cut the time necessary to get the dialogs ready inside the game. Personally, I’m super-excited about this because it’s one of two pieces that will help a lot in scaling dialogs and quests.

New Feature: Crit System

Now, during combat you can inflict (or receive, ouch!) critical damage.

It seemed a logical choice to add crits so that we can bring an additional dept into the strategies that you can leverage in a fight.

It also feel more satisfying to land a critical hit… and since some builds could be able to deal critical hits consistently, it’s more fun if you want to play that type of build.

Item Arts

We recently created the icons for quite a few items in the game.

There are more… and the idea is to give you a lot of choice for your equipments in the final game.

Conclusion

In the upcoming months, probably we won’t have many cool things to show because of the background work that we are doing. But once those things are completed, I think we can surprise you a bit πŸ™‚

And since we don’t want to “disappear” while we finish the various works, I thought about this: feel free to ask us anything about the game / its lore / game mechanics / etc. in the comments; if it’s about anything that we can discuss, we’ll write a post about it.

Talk soon!

PS: are you following the Kickstarter? Follow it to get notified when we launch, access early discouns and see the new trailer as soon as it’s ready.

  • Thanks for the update, Mauro! And of course I’ll take the opportunity to start the questions πŸ™‚
    What I’d like to ask is, can you share some info about the game world? What regions, area, caves and cities will i visit during my journey? Would be really cool to learn more about the world! πŸ™‚

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